Playing at innovation in the computer revolution
Psychological issues of human-computer interaction in the work place
Unified theories of cognition
Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Social interaction in virtual enviroments: key issues, common themes, and a framework for research
The social life of avatars
A person-artefact-task (PAT) model of flow antecedents in computer-mediated environments
International Journal of Human-Computer Studies - Special issue on HCI and MIS
Toward a more robust theory and measure of social presence: review and suggested criteria
Presence: Teleoperators and Virtual Environments
A grounded theory of the flow experiences of web users
International Journal of Human-Computer Studies - Incorporating knowledge acquisition
Flow experiences in information technology use
International Journal of Human-Computer Studies
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Children exploring a 'fun' web-site: sites of learning and roles of being
CRPIT '03 Proceedings of the international federation for information processing working group 3.5 open conference on Young children and learning technologies - Volume 34
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Multimedia Human-Computer Interaction for Presence and Exploration in a Telemuseum
Presence: Teleoperators and Virtual Environments
Communicative patterns and flow experience of MUD players
International Journal of Advanced Media and Communication
Learning Computer Science Fundamentals through Virtual Environments
OCSC '09 Proceedings of the 3d International Conference on Online Communities and Social Computing: Held as Part of HCI International 2009
Researching Learning in Virtual Worlds
Researching Learning in Virtual Worlds
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Recent research on online learning suggests that virtual worlds are becoming an important environment to observe the experience of flow. From these simulated spaces, researchers may gather a deeper understanding of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies suggest that flow is encountered in an array of activities and places, including those in virtual worlds. The authors' posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a better attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them. These findings shed light on the complex interrelationships and interactions that lead to flow experience in virtual gameplay and learning, while engendering hope that learners, who experience flow, may acquire an improved attitude of learning online.